3 #include <server/client.qh>
4 #include <server/race.qh>
5 #include <server/world.qh>
6 #include <server/gamelog.qh>
7 #include <server/intermission.qh>
8 #include <server/items/spawning.qh>
9 #include <server/weapons/common.qh>
10 #include <common/mapobjects/triggers.qh>
12 float autocvar_g_cts_finish_kill_delay;
13 bool autocvar_g_cts_selfdamage;
14 bool autocvar_g_cts_removeprojectiles;
17 .float race_checkpoint;
18 void havocbot_role_cts(entity this)
23 if (navigation_goalrating_timeout(this))
25 navigation_goalrating_start(this);
27 bool raw_touch_check = true;
28 int cp = this.race_checkpoint;
30 LABEL(search_racecheckpoints)
31 IL_EACH(g_racecheckpoints, true,
33 if(it.cnt == cp || cp == -1)
35 // redirect bot to next goal if it touched the waypoint of an untouchable checkpoint
36 // e.g. checkpoint in front of Stormkeep's warpzone
37 // the same workaround is applied in Race game mode
38 if (raw_touch_check && vdist(this.origin - it.nearestwaypoint.origin, <, 30))
40 cp = race_NextCheckpoint(cp);
41 raw_touch_check = false;
42 goto search_racecheckpoints;
44 navigation_routerating(this, it, 1000000, 5000);
48 navigation_goalrating_end(this);
50 navigation_goalrating_timeout_set(this);
56 GameRules_score_enabled(false);
57 GameRules_scoring(0, 0, 0, {
58 if (g_race_qualifying) {
59 field(SP_RACE_FASTEST, "fastest", SFL_SORT_PRIO_PRIMARY | SFL_LOWER_IS_BETTER | SFL_TIME);
61 field(SP_RACE_LAPS, "laps", SFL_SORT_PRIO_PRIMARY);
62 field(SP_RACE_TIME, "time", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER | SFL_TIME);
63 field(SP_RACE_FASTEST, "fastest", SFL_LOWER_IS_BETTER | SFL_TIME);
68 void cts_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
70 if(autocvar_sv_eventlog)
71 GameLogEcho(strcat(":cts:", mode, ":", ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
74 MUTATOR_HOOKFUNCTION(cts, PlayerPhysics)
76 entity player = M_ARGV(0, entity);
77 float dt = M_ARGV(1, float);
79 player.race_movetime_frac += dt;
80 float f = floor(player.race_movetime_frac);
81 player.race_movetime_frac -= f;
82 player.race_movetime_count += f;
83 player.race_movetime = player.race_movetime_frac + player.race_movetime_count;
87 if (player.race_penalty)
88 if (time > player.race_penalty)
89 player.race_penalty = 0;
90 if(player.race_penalty)
92 player.velocity = '0 0 0';
93 set_movetype(player, MOVETYPE_NONE);
94 player.disableclientprediction = 2;
98 // force kbd movement for fairness
102 // if record times matter
103 // ensure nothing EVIL is being done (i.e. div0_evade)
104 // this hinders joystick users though
105 // but it still gives SOME analog control
106 wishvel.x = fabs(CS(player).movement.x);
107 wishvel.y = fabs(CS(player).movement.y);
108 if(wishvel.x != 0 && wishvel.y != 0 && wishvel.x != wishvel.y)
111 wishspeed = vlen(wishvel);
112 if(wishvel.x >= 2 * wishvel.y)
115 if(CS(player).movement.x > 0)
116 CS(player).movement_x = wishspeed;
118 CS(player).movement_x = -wishspeed;
119 CS(player).movement_y = 0;
121 else if(wishvel.y >= 2 * wishvel.x)
124 CS(player).movement_x = 0;
125 if(CS(player).movement.y > 0)
126 CS(player).movement_y = wishspeed;
128 CS(player).movement_y = -wishspeed;
133 if(CS(player).movement.x > 0)
134 CS(player).movement_x = M_SQRT1_2 * wishspeed;
136 CS(player).movement_x = -M_SQRT1_2 * wishspeed;
137 if(CS(player).movement.y > 0)
138 CS(player).movement_y = M_SQRT1_2 * wishspeed;
140 CS(player).movement_y = -M_SQRT1_2 * wishspeed;
145 MUTATOR_HOOKFUNCTION(cts, reset_map_global)
149 Score_NicePrint(NULL);
152 PlayerScore_Sort(race_place, 0, true, false);
154 FOREACH_CLIENT(true, {
157 s = GameRules_scoring_add(it, RACE_FASTEST, 0);
161 cts_EventLog(ftos(it.race_place), it);
164 if(g_race_qualifying == 2)
166 g_race_qualifying = 0;
167 independent_players = 0;
168 cvar_set("fraglimit", ftos(race_fraglimit));
169 cvar_set("leadlimit", ftos(race_leadlimit));
170 cvar_set("timelimit", ftos(race_timelimit));
175 MUTATOR_HOOKFUNCTION(cts, ClientConnect)
177 entity player = M_ARGV(0, entity);
179 race_PreparePlayer(player);
180 player.race_checkpoint = -1;
182 race_SendAll(player, false);
185 MUTATOR_HOOKFUNCTION(cts, AbortSpeedrun)
187 entity player = M_ARGV(0, entity);
189 if(autocvar_g_allow_checkpoints)
190 race_PreparePlayer(player); // nice try
193 MUTATOR_HOOKFUNCTION(cts, MakePlayerObserver)
195 entity player = M_ARGV(0, entity);
197 if(GameRules_scoring_add(player, RACE_FASTEST, 0))
198 player.frags = FRAGS_PLAYER_OUT_OF_GAME;
200 player.frags = FRAGS_SPECTATOR;
202 race_PreparePlayer(player);
203 player.race_checkpoint = -1;
206 MUTATOR_HOOKFUNCTION(cts, PlayerSpawn)
208 entity player = M_ARGV(0, entity);
209 entity spawn_spot = M_ARGV(1, entity);
211 if(spawn_spot.target == "")
212 // Emergency: this wasn't a real spawnpoint. Can this ever happen?
213 race_PreparePlayer(player);
215 // if we need to respawn, do it right
216 player.race_respawn_checkpoint = player.race_checkpoint;
217 player.race_respawn_spotref = spawn_spot;
219 player.race_place = 0;
222 MUTATOR_HOOKFUNCTION(cts, PutClientInServer)
224 entity player = M_ARGV(0, entity);
226 if(IS_PLAYER(player))
229 if(CS(player).killcount == FRAGS_SPECTATOR /* initial spawn */ || g_race_qualifying) // spawn
230 race_PreparePlayer(player);
232 race_RetractPlayer(player);
234 race_AbandonRaceCheck(player);
238 MUTATOR_HOOKFUNCTION(cts, PlayerDies)
240 entity frag_target = M_ARGV(2, entity);
242 frag_target.respawn_flags |= RESPAWN_FORCE;
243 race_AbandonRaceCheck(frag_target);
245 if(autocvar_g_cts_removeprojectiles)
247 IL_EACH(g_projectiles, it.owner == frag_target && (it.flags & FL_PROJECTILE),
254 MUTATOR_HOOKFUNCTION(cts, HavocBot_ChooseRole)
256 entity bot = M_ARGV(0, entity);
258 bot.havocbot_role = havocbot_role_cts;
262 MUTATOR_HOOKFUNCTION(cts, GetPressedKeys)
264 entity player = M_ARGV(0, entity);
266 race_checkAndWriteName(player);
267 race_SpeedAwardFrame(player);
270 MUTATOR_HOOKFUNCTION(cts, ForbidThrowCurrentWeapon)
272 // no weapon dropping in CTS
276 MUTATOR_HOOKFUNCTION(cts, FilterItem)
278 entity item = M_ARGV(0, entity);
280 if (Item_IsLoot(item))
286 MUTATOR_HOOKFUNCTION(cts, Damage_Calculate)
288 entity frag_attacker = M_ARGV(1, entity);
289 entity frag_target = M_ARGV(2, entity);
290 float frag_deathtype = M_ARGV(3, float);
291 float frag_damage = M_ARGV(4, float);
293 if(frag_target == frag_attacker || frag_deathtype == DEATH_FALL.m_id)
294 if(!autocvar_g_cts_selfdamage)
297 M_ARGV(4, float) = frag_damage;
301 MUTATOR_HOOKFUNCTION(cts, ForbidPlayerScore_Clear)
303 return true; // in CTS, you don't lose score by observing
306 MUTATOR_HOOKFUNCTION(cts, GetRecords)
308 int record_page = M_ARGV(0, int);
309 string ret_string = M_ARGV(1, string);
311 for(int i = record_page * 200; i < MapInfo_count && i < record_page * 200 + 200; ++i)
313 if(MapInfo_Get_ByID(i))
315 float r = race_readTime(MapInfo_Map_bspname, 1);
320 string h = race_readName(MapInfo_Map_bspname, 1);
321 ret_string = strcat(ret_string, strpad(32, MapInfo_Map_bspname), " ", strpad(-8, TIME_ENCODED_TOSTRING(r)), " ", h, "\n");
325 M_ARGV(1, string) = ret_string;
328 MUTATOR_HOOKFUNCTION(cts, ClientKill)
330 M_ARGV(1, float) = 0; // kill delay
333 MUTATOR_HOOKFUNCTION(cts, Race_FinalCheckpoint)
335 entity player = M_ARGV(0, entity);
337 // useful to prevent cheating by running back to the start line and starting out with more speed
338 if(autocvar_g_cts_finish_kill_delay)
339 ClientKill_Silent(player, autocvar_g_cts_finish_kill_delay);
342 MUTATOR_HOOKFUNCTION(cts, HideTeamNagger)
344 return true; // doesn't work so well (but isn't cts a teamless mode?)
347 MUTATOR_HOOKFUNCTION(cts, FixClientCvars)
349 entity player = M_ARGV(0, entity);
351 stuffcmd(player, "cl_cmd settemp cl_movecliptokeyboard 2\n");
354 MUTATOR_HOOKFUNCTION(cts, WantWeapon)
356 M_ARGV(1, float) = (M_ARGV(0, entity) == WEP_SHOTGUN); // want weapon = weapon info
357 M_ARGV(3, bool) = true; // want mutator blocked
361 MUTATOR_HOOKFUNCTION(cts, ForbidDropCurrentWeapon)
366 void cts_Initialize()
368 record_type = CTS_RECORD;